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I have another issue too, when a pawn needs rescuing and is moved to a medical bed, they will then be "drop" out the bed when they are scheduled to be home. This creates a loop where they are constantly getting downed, brough to a bed, and then getting downed instantly after being put in the bed. The only way around this was to turn off scheduling.
Is there a way to let pawns freely go home when they need to sleep without needing to force the scheduling. Correct me if I am wrong but they will not go home unless forced or if scheduling is enabled.
I've done some tests. I made sure to comment out my override prior to testing. Empty crystals and discs stack, and filled do not stack. No changes found on statue bases (expected). I'm not sure if pawns could ever spawn with pawn storage items but I can place empties storage into pawn inventory but not filled.
Would be cool if Slavers might sell slaves as discs or crystals or statues. Just a thought I had while testing.
I'll take a look a little later.
A bit of a while back I commented a fix to prevent that. I'll parse it out again for you here.
...
To avoid this in the future use Ogre Stack's overrides.xml and add these two lines to the xml:
<item defName="PS_PawnDisc" stackLimit="1" />
<item defName="PS_PawnCrystal" stackLimit="1" />
You can set Ogre stacks other setting to be vanilla if you prefer no increase or decrease in stack sizes from the mod.
@Orpheusly
Could we get this patched into the mod proper at some point soon perhaps?
Both discs are empty now
I have disabled all their work jobs (they're recruits for my army, they sleep, get out to practice shooting and then get back in), hauling included, so I suspect this has something to do with either;
Pick Up And Haul
Simple Sidearms (since they have an inventory management system)
Combat Extended (again, they manage stuff in their inventories)
Is it normal for pawns to be allowed to leave their homes on their own accord, against their scheduale?
Logs: https://gist.github.com/HugsLibRecordKeeper/08faec04333d938e8251afc8217d7929
I have 275 mods so I do not expect you to actually try and work out this issue, but I thought I might as well report it incase anyone else is facing this issue.
Hey man, sorry for the late reply! I added you to discuss further. Been a crazy few weeks and hadn’t popped my head in.
I couldn't find a Github or anything to contribute it so I'm just putting it here. It looks like the issue is the mesh where you set UVs to false is actually a shared mesh so it messes with other spites. So the solution is to take a copy rather than messing with the base mesh. So simply swapping out
Mesh mesh = Graphic.MeshAt(rot);
for
Mesh mesh = Mesh.Instantiate(Graphic.MeshAt(rot));
In my testing that seems to fix the issue with the other graphics and for some reason it also seems to improve performance though given I didn't add any caching there I'm not sure why XD.
Hope this helps.
- statue button for easy release (I’m not integrating with spells or something though. Use your head canon!)
- consider production (might be tricky, but we’ll explore the idea)
- yes, scheduling bug is back. Still inconsistent too. We’ll try to squash that one in a future release.
I think I only ever tested Work back in 1.3; like does Anything schedules cause pawns to leave doors too?
Oh and it would be cool if you could bill up a specific pawn for each storage. I love the idea of a statue base 'calling' that pawn over to it eventually or administering a crystal seed to a pawn only to see the them crystallize over night ...just ideas for thematic bills.
pawns that are larger than ussual (for example with a gene) clip off the statue. I want statues of my ogre guard in my throne room but they are strange squares. Would it be possible to add a larger version of the statue or fix this in another way?